move floating globals into a namespace
This commit is contained in:
@@ -726,7 +726,7 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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if( m_bInsertCredit )
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if( m_bInsertCredit )
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{
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{
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InsertCredit();
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StepMania::InsertCredit();
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}
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}
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if( m_bApplyDefaultOptions )
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if( m_bApplyDefaultOptions )
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{
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{
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@@ -109,7 +109,7 @@ void GameLoop()
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/* If we don't have focus, give up lots of CPU. */
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/* If we don't have focus, give up lots of CPU. */
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// XXX: do this in DISPLAY EndFrame?
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// XXX: do this in DISPLAY EndFrame?
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if( !AppHasFocus() )
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if( !StepMania::AppHasFocus() )
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usleep( 10000 );// give some time to other processes and threads
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usleep( 10000 );// give some time to other processes and threads
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#if defined(_WINDOWS)
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#if defined(_WINDOWS)
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/* In Windows, we want to give up some CPU for other threads. Most OS's do
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/* In Windows, we want to give up some CPU for other threads. Most OS's do
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@@ -700,7 +700,7 @@ bool RageDisplay_D3D::BeginFrame()
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{
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{
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bool bIgnore = false;
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bool bIgnore = false;
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VideoModeParams params;
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VideoModeParams params;
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GetPreferredVideoModeParams( params );
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StepMania::GetPreferredVideoModeParams( params );
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CString sError = SetVideoMode( params, bIgnore );
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CString sError = SetVideoMode( params, bIgnore );
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if( sError != "" )
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if( sError != "" )
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@@ -42,7 +42,7 @@ void RageException::Throw(const char *fmt, ...)
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DebugBreak();
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DebugBreak();
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#endif
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#endif
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HandleException( error );
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StepMania::HandleException( error );
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}
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}
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/*
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/*
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@@ -506,7 +506,7 @@ class DebugLineVsync : public IDebugLine
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virtual void Do( CString &sMessageOut )
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virtual void Do( CString &sMessageOut )
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{
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{
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PREFSMAN->m_bVsync.Set( !PREFSMAN->m_bVsync );
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PREFSMAN->m_bVsync.Set( !PREFSMAN->m_bVsync );
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ApplyGraphicOptions();
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StepMania::ApplyGraphicOptions();
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IDebugLine::Do( sMessageOut );
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IDebugLine::Do( sMessageOut );
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}
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}
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};
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};
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@@ -589,7 +589,7 @@ class DebugLineReloadCurrentScreen : public IDebugLine
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virtual void Do( CString &sMessageOut )
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virtual void Do( CString &sMessageOut )
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{
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{
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SOUND->StopMusic();
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SOUND->StopMusic();
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ResetGame();
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StepMania::ResetGame();
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SCREENMAN->SetNewScreen( SCREENMAN->GetTopScreen()->GetName() );
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SCREENMAN->SetNewScreen( SCREENMAN->GetTopScreen()->GetName() );
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IDebugLine::Do( sMessageOut );
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IDebugLine::Do( sMessageOut );
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sMessageOut = "";
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sMessageOut = "";
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@@ -866,7 +866,7 @@ void ScreenEvaluation::Input( const InputEventPlus &input )
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Profile* pProfile = PROFILEMAN->GetProfile(pn);
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Profile* pProfile = PROFILEMAN->GetProfile(pn);
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CString sDir = PROFILEMAN->GetProfileDir((ProfileSlot)pn) + "Screenshots/";
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CString sDir = PROFILEMAN->GetProfileDir((ProfileSlot)pn) + "Screenshots/";
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int iScreenshotIndex = pProfile->GetNextScreenshotIndex();
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int iScreenshotIndex = pProfile->GetNextScreenshotIndex();
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CString sFileName = SaveScreenshot( sDir, true, true, iScreenshotIndex );
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CString sFileName = StepMania::SaveScreenshot( sDir, true, true, iScreenshotIndex );
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CString sPath = sDir+sFileName;
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CString sPath = sDir+sFileName;
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if( !sFileName.empty() )
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if( !sFileName.empty() )
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@@ -195,7 +195,7 @@ void ScreenOptionsMaster::HandleScreenMessage( const ScreenMessage SM )
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if( (m_iChangeMask & OPT_APPLY_THEME) ||
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if( (m_iChangeMask & OPT_APPLY_THEME) ||
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(m_iChangeMask & OPT_APPLY_GRAPHICS) ||
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(m_iChangeMask & OPT_APPLY_GRAPHICS) ||
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(m_iChangeMask & OPT_APPLY_ASPECT_RATIO) )
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(m_iChangeMask & OPT_APPLY_ASPECT_RATIO) )
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ApplyGraphicOptions();
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StepMania::ApplyGraphicOptions();
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if( m_iChangeMask & OPT_SAVE_PREFERENCES )
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if( m_iChangeMask & OPT_SAVE_PREFERENCES )
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{
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{
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@@ -206,7 +206,7 @@ void ScreenOptionsMaster::HandleScreenMessage( const ScreenMessage SM )
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if( m_iChangeMask & OPT_RESET_GAME )
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if( m_iChangeMask & OPT_RESET_GAME )
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{
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{
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ResetGame();
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StepMania::ResetGame();
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SCREENMAN->SetNewScreen( CommonMetrics::INITIAL_SCREEN );
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SCREENMAN->SetNewScreen( CommonMetrics::INITIAL_SCREEN );
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m_bExportWillSetANewScreen = false;
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m_bExportWillSetANewScreen = false;
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}
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}
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@@ -147,7 +147,7 @@ static void GameSel( int &sel, bool ToSel, const ConfOption *pConfOption )
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} else {
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} else {
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vector<const Game*> aGames;
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vector<const Game*> aGames;
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GAMEMAN->GetEnabledGames( aGames );
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GAMEMAN->GetEnabledGames( aGames );
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ChangeCurrentGame( aGames[sel] );
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StepMania::ChangeCurrentGame( aGames[sel] );
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}
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}
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}
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}
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@@ -75,7 +75,7 @@ void ScreenTitleMenu::Input( const InputEventPlus &input )
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CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_THEME2) )
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CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_THEME2) )
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{
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{
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THEME->NextTheme();
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THEME->NextTheme();
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ApplyGraphicOptions(); // update window title and icon
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StepMania::ApplyGraphicOptions(); // update window title and icon
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SCREENMAN->SystemMessage( "Theme: "+THEME->GetCurThemeName() );
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SCREENMAN->SystemMessage( "Theme: "+THEME->GetCurThemeName() );
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SCREENMAN->SetNewScreen( m_sName );
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SCREENMAN->SetNewScreen( m_sName );
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TEXTUREMAN->DoDelayedDelete();
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TEXTUREMAN->DoDelayedDelete();
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@@ -107,7 +107,7 @@ void ScreenTitleMenu::Input( const InputEventPlus &input )
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GAMESTATE->SetCurGame( *iter );
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GAMESTATE->SetCurGame( *iter );
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/* Reload the theme if it's changed, but don't back to the initial screen. */
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/* Reload the theme if it's changed, but don't back to the initial screen. */
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ResetGame();
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StepMania::ResetGame();
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SCREENMAN->SystemMessage( CString("Game: ") + GAMESTATE->GetCurrentGame()->m_szName );
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SCREENMAN->SystemMessage( CString("Game: ") + GAMESTATE->GetCurrentGame()->m_szName );
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SCREENMAN->SetNewScreen( m_sName );
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SCREENMAN->SetNewScreen( m_sName );
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+15
-15
@@ -86,7 +86,7 @@ static Preference<bool> g_bAllowMultipleInstances( "AllowMultipleInstances", fal
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void ReadGamePrefsFromDisk( bool bSwitchToLastPlayedGame );
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void ReadGamePrefsFromDisk( bool bSwitchToLastPlayedGame );
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void GetPreferredVideoModeParams( VideoModeParams ¶msOut )
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void StepMania::GetPreferredVideoModeParams( VideoModeParams ¶msOut )
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{
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{
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paramsOut = VideoModeParams(
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paramsOut = VideoModeParams(
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PREFSMAN->m_bWindowed,
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PREFSMAN->m_bWindowed,
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@@ -168,7 +168,7 @@ static void StartDisplay()
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);
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);
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}
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}
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void ApplyGraphicOptions()
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void StepMania::ApplyGraphicOptions()
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{
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{
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bool bNeedReload = false;
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bool bNeedReload = false;
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@@ -261,7 +261,7 @@ void ShutdownGame()
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/* Cleanly shut down, show a dialog and exit the game. We don't go back
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/* Cleanly shut down, show a dialog and exit the game. We don't go back
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* up the call stack, to avoid having to use exceptions. */
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* up the call stack, to avoid having to use exceptions. */
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void HandleException( CString error )
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void StepMania::HandleException( CString error )
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{
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{
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if( g_bAutoRestart )
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if( g_bAutoRestart )
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HOOKS->RestartProgram();
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HOOKS->RestartProgram();
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@@ -275,7 +275,7 @@ void HandleException( CString error )
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exit(1);
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exit(1);
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}
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}
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void ResetGame()
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void StepMania::ResetGame()
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{
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{
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GAMESTATE->Reset();
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GAMESTATE->Reset();
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@@ -715,7 +715,7 @@ RageDisplay *CreateDisplay()
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CheckVideoDefaultSettings();
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CheckVideoDefaultSettings();
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VideoModeParams params;
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VideoModeParams params;
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GetPreferredVideoModeParams( params );
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StepMania::GetPreferredVideoModeParams( params );
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CString error = "There was an error while initializing your video card.\n\n"
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CString error = "There was an error while initializing your video card.\n\n"
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"Please do not file this error as a bug! Use the web page below to troubleshoot this problem.\n\n"
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"Please do not file this error as a bug! Use the web page below to troubleshoot this problem.\n\n"
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@@ -767,7 +767,7 @@ RageDisplay *CreateDisplay()
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extern const CString STATIC_INI_PATH;
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extern const CString STATIC_INI_PATH;
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void ChangeCurrentGame( const Game* g )
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void StepMania::ChangeCurrentGame( const Game* g )
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{
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{
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ASSERT( g );
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ASSERT( g );
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@@ -1112,7 +1112,7 @@ int main(int argc, char* argv[])
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if( ChangeAppPri() )
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if( ChangeAppPri() )
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HOOKS->BoostPriority();
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HOOKS->BoostPriority();
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ResetGame();
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StepMania::ResetGame();
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/* Now that GAMESTATE is reset, tell SCREENMAN to update the theme (load
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/* Now that GAMESTATE is reset, tell SCREENMAN to update the theme (load
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* overlay screens and global sounds), and load the initial screen. */
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* overlay screens and global sounds), and load the initial screen. */
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@@ -1151,7 +1151,7 @@ int main(int argc, char* argv[])
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#endif
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#endif
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}
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}
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CString SaveScreenshot( CString sDir, bool bSaveCompressed, bool bMakeSignature, int iIndex )
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CString StepMania::SaveScreenshot( CString sDir, bool bSaveCompressed, bool bMakeSignature, int iIndex )
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{
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{
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//
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//
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// Find a file name for the screenshot
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// Find a file name for the screenshot
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@@ -1220,7 +1220,7 @@ CString SaveScreenshot( CString sDir, bool bSaveCompressed, bool bMakeSignature,
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static Preference<float> g_iCoinSettleTime( "CoinSettleTime", 0.03f );
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static Preference<float> g_iCoinSettleTime( "CoinSettleTime", 0.03f );
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void InsertCoin( int iNum, const RageTimer *pTime )
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void StepMania::InsertCoin( int iNum, const RageTimer *pTime )
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{
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{
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if( pTime != NULL )
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if( pTime != NULL )
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{
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{
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@@ -1248,7 +1248,7 @@ void InsertCoin( int iNum, const RageTimer *pTime )
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MESSAGEMAN->Broadcast( Message_CoinInserted );
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MESSAGEMAN->Broadcast( Message_CoinInserted );
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}
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}
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void InsertCredit()
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void StepMania::InsertCredit()
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{
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{
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InsertCoin( PREFSMAN->m_iCoinsPerCredit );
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InsertCoin( PREFSMAN->m_iCoinsPerCredit );
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}
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}
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@@ -1284,7 +1284,7 @@ bool HandleGlobalInputs( const InputEventPlus &input )
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LOG->Trace( "Ignored coin insertion (editing)" );
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LOG->Trace( "Ignored coin insertion (editing)" );
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break;
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break;
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}
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}
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InsertCoin( 1, &input.DeviceI.ts );
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StepMania::InsertCoin( 1, &input.DeviceI.ts );
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return false; // Attract need to know because they go to TitleMenu on > 1 credit
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return false; // Attract need to know because they go to TitleMenu on > 1 credit
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}
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}
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@@ -1324,7 +1324,7 @@ bool HandleGlobalInputs( const InputEventPlus &input )
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{
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{
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// If holding LShift save uncompressed, else save compressed
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// If holding LShift save uncompressed, else save compressed
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bool bSaveCompressed = !INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT) );
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bool bSaveCompressed = !INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT) );
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SaveScreenshot( "Screenshots/", bSaveCompressed, false );
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StepMania::SaveScreenshot( "Screenshots/", bSaveCompressed, false );
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return true; // handled
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return true; // handled
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}
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}
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@@ -1335,7 +1335,7 @@ bool HandleGlobalInputs( const InputEventPlus &input )
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{
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{
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/* alt-enter */
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/* alt-enter */
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PREFSMAN->m_bWindowed.Set( !PREFSMAN->m_bWindowed );
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PREFSMAN->m_bWindowed.Set( !PREFSMAN->m_bWindowed );
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ApplyGraphicOptions();
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StepMania::ApplyGraphicOptions();
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return true;
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return true;
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}
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}
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}
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}
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@@ -1427,7 +1427,7 @@ void HandleInputEvents(float fDeltaTime)
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}
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}
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}
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}
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void FocusChanged( bool bHasFocus )
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void StepMania::FocusChanged( bool bHasFocus )
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{
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{
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if( g_bHasFocus == bHasFocus )
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if( g_bHasFocus == bHasFocus )
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return;
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return;
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@@ -1448,7 +1448,7 @@ void FocusChanged( bool bHasFocus )
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}
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}
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}
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}
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bool AppHasFocus()
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bool StepMania::AppHasFocus()
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{
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{
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return g_bHasFocus;
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return g_bHasFocus;
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}
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}
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@@ -3,12 +3,16 @@
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class Game;
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class Game;
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class RageTimer;
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class RageTimer;
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class VideoModeParams;
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#ifdef _XBOX
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#ifdef _XBOX
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void __cdecl main();
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void __cdecl main();
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#else
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#else
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int main( int argc, char* argv[] );
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int main( int argc, char* argv[] );
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#endif
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#endif
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namespace StepMania
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{
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void ApplyGraphicOptions();
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void ApplyGraphicOptions();
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void NORETURN HandleException( CString error );
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void NORETURN HandleException( CString error );
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void ResetGame();
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void ResetGame();
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@@ -22,8 +26,8 @@ CString SaveScreenshot( CString sDir, bool bSaveCompressed, bool bMakeSignature,
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void InsertCoin( int iNum = 1, const RageTimer *pTime = NULL );
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void InsertCoin( int iNum = 1, const RageTimer *pTime = NULL );
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void InsertCredit();
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void InsertCredit();
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class VideoModeParams;
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void GetPreferredVideoModeParams( VideoModeParams ¶msOut );
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void GetPreferredVideoModeParams( VideoModeParams ¶msOut );
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}
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#endif
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#endif
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Reference in New Issue
Block a user